You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Scenes are generated successfully. Then, I opened the scene.blend file under the fine folder to put multiple cameras in order to render images in different places.
The problem is that only the assets (e.g., trees) around the default camera position are shown. Other trees are not visible in the rendered results, even though the tree skeletons are visible in the viewport.
I have made the following attempts to fix this, but none of them work:
Setting dist_cull and vis_cull both to 1e7 as per #73 to try to populate everything while generating the scene. The result is that before I set these two values, only a few skeletons of trees are shown in the viewport. After these two values are set, all skeletons are shown. However, only those around the default camera position are rendered. Others are still not rendered even though the skeletons are shown in the viewport.
Setting the hide_viewport and hide_render as per #94 to ensure that everything is visible while rendering. I set it using the following command:
def set_visibility_recursive(obj, hide=False):
if "placeholder" in obj.name.lower():
hide = True
obj.hide_viewport = hide
obj.hide_render = hide
if len(obj.children) > 0:
for child in obj.children:
set_visibility_recursive(child)
for obj in bpy.data.objects:
set_visibility_recursive(obj)
for collection in bpy.data.collections:
set_visibility_recursive(collection)
The result is that it's not working, and the trees are still not visible in the rendered results. In the rendered results, only terrains are seen. No trees, no rivers, no meshes.
Could you please offer some help on how to render the correct result?
Thanks for your help.
The text was updated successfully, but these errors were encountered:
Hi,
I want to generate diverse scenes and render multiple images on different locations for each scene.
Scenes are generated using the following command:
python -m infinigen.datagen.manage_jobs --output_folder /mnt/infinigen/myds --num_scenes 1000 --configs simple.gin --pipeline_configs local_16GB.gin monocular.gin blender_gt.gin cuda_terrain.gin --pipeline_overrides LocalScheduleHandler.use_gpu=True -p compose_nature.animate_cameras_enabled=False fine_terrain.mesher_backend="OcMesher" --warmup_sec 60000
Scenes are generated successfully. Then, I opened the
scene.blend
file under thefine
folder to put multiple cameras in order to render images in different places.The problem is that only the assets (e.g., trees) around the default camera position are shown. Other trees are not visible in the rendered results, even though the tree skeletons are visible in the viewport.
I have made the following attempts to fix this, but none of them work:
Setting
dist_cull
andvis_cull
both to1e7
as per #73 to try to populate everything while generating the scene. The result is that before I set these two values, only a few skeletons of trees are shown in the viewport. After these two values are set, all skeletons are shown. However, only those around the default camera position are rendered. Others are still not rendered even though the skeletons are shown in the viewport.Setting the
hide_viewport
andhide_render
as per #94 to ensure that everything is visible while rendering. I set it using the following command:The result is that it's not working, and the trees are still not visible in the rendered results. In the rendered results, only terrains are seen. No trees, no rivers, no meshes.
Could you please offer some help on how to render the correct result?
Thanks for your help.
The text was updated successfully, but these errors were encountered: